Monsters
| Name | Type | Challenge rating | Description |
|---|---|---|---|
| Fire Elemental | Elemental | 5 | Fire ElementalFire ElementalLarge Elemental Neutral
Armor:
13 (Dexterity)
Hit points:
102
(12d10+36)
Speed:
Walk (50 ft.)
STR
10
(0)
DEX
17
(3)
CON
16
(3)
INT
6
(-2)
WIS
10
(0)
CHA
7
(-2)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
fire, poison
Condition Immunities:
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Ignan
Challenge Rating:
5
(1800 XP)
Fire Form:
The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination:
The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
Water Susceptibility:
For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack:
The elemental makes two touch attacks.
Touch:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
/api/images/monsters/fire-elemental.png |
| Fire Giant | Giant | 9 | Fire GiantFire GiantHuge Giant Lawful Evil
Armor:
18 (Plate Armor)
Hit points:
162
(13d12+78)
Speed:
Walk (30 ft.)
STR
25
(7)
DEX
9
(-1)
CON
23
(6)
INT
10
(0)
WIS
14
(2)
CHA
13
(1)
Damage Immunities:
fire
Senses:
passive_perception (16)
Languages:
Giant
Challenge Rating:
9
(5000 XP)
Proficiency Bonus:
Saving Throw: DEX (3), Saving Throw: CON (10), Saving Throw: CHA (5), Skill: Athletics (11), Skill: Perception (6)
Actions
Multiattack:
The giant makes two greatsword attacks.
Greatsword:
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock:
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
/api/images/monsters/fire-giant.png |
| Flesh Golem | Construct | 5 | Flesh GolemFlesh GolemMedium Construct Neutral
Armor:
9 (Dexterity)
Hit points:
93
(11d8+44)
Speed:
Walk (30 ft.)
STR
19
(4)
DEX
9
(-1)
CON
18
(4)
INT
6
(-2)
WIS
10
(0)
CHA
5
(-3)
Damage Immunities:
lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
understands the languages of its creator but can't speak
Challenge Rating:
5
(1800 XP)
Berserk:
Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire:
If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form:
The golem is immune to any spell or effect that would alter its form.
Lightning Absorption:
Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance:
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The golem's weapon attacks are magical.
Actions
Multiattack:
The golem makes two slam attacks.
Slam:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
/api/images/monsters/flesh-golem.png |
| Flying Snake | Beast | 1/8 | Flying SnakeFlying SnakeTiny Beast Unaligned
Armor:
14 (Dexterity)
Hit points:
5
(2d4)
Speed:
Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)
STR
4
(-3)
DEX
18
(4)
CON
11
(0)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
blindsight (10 ft.), passive_perception (11)
Challenge Rating:
0.125
(25 XP)
Flyby:
The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
/api/images/monsters/flying-snake.png |
| Flying Sword | Construct | 1/4 | Flying SwordFlying SwordSmall Construct Unaligned
Armor:
17 (Natural)
Hit points:
17
(5d6)
Speed:
Walk (0 ft.), Fly (50 ft.), Hover (1)
STR
12
(1)
DEX
15
(2)
CON
11
(0)
INT
1
(-5)
WIS
5
(-3)
CHA
1
(-5)
Damage Immunities:
poison, psychic
Condition Immunities:
Blinded, Charmed, Blinded, Frightened, Paralyzed, Petrified, Poisoned
Senses:
blindsight (60 ft. (blind beyond this radius)), passive_perception (7)
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Saving Throw: DEX (4)
Antimagic Susceptibility:
The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance:
While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
Actions
Longsword:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
/api/images/monsters/flying-sword.png |
| Frog | Beast | 0 | FrogFrogTiny Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
1
(1d4-1)
Speed:
Walk (20 ft.), Swim (20 ft.)
STR
1
(-5)
DEX
13
(1)
CON
8
(-1)
INT
1
(-5)
WIS
8
(-1)
CHA
3
(-4)
Senses:
darkvision (30 ft.), passive_perception (11)
Challenge Rating:
0
(0 XP)
Proficiency Bonus:
Skill: Perception (1), Skill: Stealth (3)
Amphibious:
The frog can breathe air and water
Standing Leap:
The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
/api/images/monsters/frog.png |
| Frost Giant | Giant | 8 | Frost GiantFrost GiantHuge Giant Neutral Evil
Armor:
15
Hit points:
138
(12d12+60)
Speed:
Walk (40 ft.)
STR
23
(6)
DEX
9
(-1)
CON
21
(5)
INT
9
(-1)
WIS
10
(0)
CHA
12
(1)
Damage Immunities:
cold
Senses:
passive_perception (13)
Languages:
Giant
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Saving Throw: CON (8), Saving Throw: WIS (3), Saving Throw: CHA (4), Skill: Athletics (9), Skill: Perception (3)
Actions
Multiattack:
The giant makes two greataxe attacks.
Greataxe:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock:
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
/api/images/monsters/frost-giant.png |
| Gargoyle | Elemental | 2 | GargoyleGargoyleMedium Elemental Chaotic Evil
Armor:
15 (Natural)
Hit points:
52
(7d8+21)
Speed:
Walk (30 ft.), Fly (60 ft.)
STR
15
(2)
DEX
11
(0)
CON
16
(3)
INT
6
(-2)
WIS
11
(0)
CHA
7
(-2)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Damage Immunities:
poison
Condition Immunities:
Exhaustion, Petrified, Poisoned
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Terran
Challenge Rating:
2
(450 XP)
False Appearance:
While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.
Actions
Multiattack:
The gargoyle makes two attacks: one with its bite and one with its claws.
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
/api/images/monsters/gargoyle.png |
| Gelatinous Cube | Ooze | 2 | Gelatinous CubeGelatinous CubeLarge Ooze Unaligned
Armor:
6 (Dexterity)
Hit points:
84
(8d10+40)
Speed:
Walk (15 ft.)
STR
14
(2)
DEX
3
(-4)
CON
20
(5)
INT
1
(-5)
WIS
6
(-2)
CHA
1
(-5)
Condition Immunities:
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses:
blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating:
2
(450 XP)
Ooze Cube:
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent:
Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
Pseudopod:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf:
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
/api/images/monsters/gelatinous-cube.png |
| Ghast | Undead | 2 | GhastGhastMedium Undead Chaotic Evil
Armor:
13 (Dexterity)
Hit points:
36
(8d8)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
17
(3)
CON
10
(0)
INT
11
(0)
WIS
10
(0)
CHA
8
(-1)
Damage Resistances:
necrotic
Damage Immunities:
poison
Condition Immunities:
Poisoned, Charmed, Exhaustion
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Common
Challenge Rating:
2
(450 XP)
Stench:
Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turn Defiance:
The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.
Actions
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
/api/images/monsters/ghast.png |
| Ghost | Undead | 4 | GhostGhostMedium Undead Any Alignment
Armor:
11 (Dexterity)
Hit points:
45
(10d8)
Speed:
Walk (0 ft.), Fly (40 ft.), Hover (1)
STR
7
(-2)
DEX
13
(1)
CON
10
(0)
INT
10
(0)
WIS
12
(1)
CHA
17
(3)
Damage Resistances:
acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
cold, necrotic, poison
Condition Immunities:
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses:
darkvision (60 ft.), passive_perception (11)
Languages:
any languages it knew in life
Challenge Rating:
4
(1100 XP)
Ethereal Sight:
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement:
The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Withering Touch:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness:
The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage:
Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession:
One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
/api/images/monsters/ghost.png |
| Ghoul | Undead | 1 | GhoulGhoulMedium Undead Chaotic Evil
Armor:
12 (Dexterity)
Hit points:
22
(5d8)
Speed:
Walk (30 ft.)
STR
13
(1)
DEX
15
(2)
CON
10
(0)
INT
7
(-2)
WIS
10
(0)
CHA
6
(-2)
Damage Immunities:
poison
Condition Immunities:
Poisoned, Charmed, Exhaustion
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Common
Challenge Rating:
1
(200 XP)
Actions
Bite:
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
/api/images/monsters/ghoul.png |
| Giant Ape | Beast | 7 | Giant ApeGiant ApeHuge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
157
(15d12+60)
Speed:
Walk (40 ft.), Climb (40 ft.)
STR
23
(6)
DEX
14
(2)
CON
18
(4)
INT
7
(-2)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (14)
Challenge Rating:
7
(2900 XP)
Proficiency Bonus:
Skill: Athletics (9), Skill: Perception (4)
Actions
Multiattack:
The ape makes two fist attacks.
Fist:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock:
Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
/api/images/monsters/giant-ape.png |
| Giant Badger | Beast | 1/4 | Giant BadgerGiant BadgerMedium Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
13
(2d8+4)
Speed:
Walk (30 ft.), Burrow (10 ft.)
STR
13
(1)
DEX
10
(0)
CON
15
(2)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
darkvision (30 ft.), passive_perception (11)
Challenge Rating:
0.25
(50 XP)
Keen Smell:
The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack:
The badger makes two attacks: one with its bite and one with its claws.
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
/api/images/monsters/giant-badger.png |
| Giant Bat | Beast | 1/4 | Giant BatGiant BatLarge Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
22
(4d10)
Speed:
Walk (10 ft.), Fly (60 ft.)
STR
15
(2)
DEX
16
(3)
CON
11
(0)
INT
2
(-4)
WIS
12
(1)
CHA
6
(-2)
Senses:
blindsight (60 ft.), passive_perception (11)
Challenge Rating:
0.25
(50 XP)
Echolocation:
The bat can't use its blindsight while deafened.
Keen Hearing:
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
/api/images/monsters/giant-bat.png |
| Giant Boar | Beast | 2 | Giant BoarGiant BoarLarge Beast Unaligned
Armor:
12 (Natural)
Hit points:
42
(5d10+15)
Speed:
Walk (40 ft.)
STR
17
(3)
DEX
10
(0)
CON
16
(3)
INT
2
(-4)
WIS
7
(-2)
CHA
5
(-3)
Senses:
passive_perception (8)
Challenge Rating:
2
(450 XP)
Charge:
If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless:
If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
/api/images/monsters/giant-boar.png |
| Giant Centipede | Beast | 1/4 | Giant CentipedeGiant CentipedeSmall Beast Unaligned
Armor:
13 (Natural)
Hit points:
4
(1d6+1)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
5
(-3)
DEX
14
(2)
CON
12
(1)
INT
1
(-5)
WIS
7
(-2)
CHA
3
(-4)
Senses:
blindsight (30 ft.), passive_perception (8)
Challenge Rating:
0.25
(50 XP)
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
/api/images/monsters/giant-centipede.png |
| Giant Constrictor Snake | Beast | 2 | Giant Constrictor SnakeGiant Constrictor SnakeHuge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
60
(8d12+8)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
19
(4)
DEX
14
(2)
CON
12
(1)
INT
1
(-5)
WIS
10
(0)
CHA
3
(-4)
Senses:
blindsight (10 ft.), passive_perception (12)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (2)
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict:
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
/api/images/monsters/giant-constrictor-snake.png |
| Giant Crab | Beast | 1/8 | Giant CrabGiant CrabMedium Beast Unaligned
Armor:
15 (Natural)
Hit points:
13
(3d8)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
13
(1)
DEX
15
(2)
CON
11
(0)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Senses:
blindsight (30 ft.), passive_perception (9)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Stealth (4)
Amphibious:
The crab can breathe air and water.
Actions
Claw:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
/api/images/monsters/giant-crab.png |
| Giant Crocodile | Beast | 5 | Giant CrocodileGiant CrocodileHuge Beast Unaligned
Armor:
14 (Natural)
Hit points:
85
(9d12+27)
Speed:
Walk (30 ft.), Swim (50 ft.)
STR
21
(5)
DEX
9
(-1)
CON
17
(3)
INT
2
(-4)
WIS
10
(0)
CHA
7
(-2)
Senses:
passive_perception (10)
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Stealth (5)
Hold Breath:
The crocodile can hold its breath for 30 minutes.
Actions
Multiattack:
The crocodile makes two attacks: one with its bite and one with its tail.
Bite:
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Tail:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
/api/images/monsters/giant-crocodile.png |
| Giant Eagle | Beast | 1 | Giant EagleGiant EagleLarge Beast Neutral Good
Armor:
13 (Dexterity)
Hit points:
26
(4d10+4)
Speed:
Walk (10 ft.), Fly (80 ft.)
STR
16
(3)
DEX
17
(3)
CON
13
(1)
INT
8
(-1)
WIS
14
(2)
CHA
10
(0)
Senses:
passive_perception (14)
Languages:
Giant Eagle, understands Common and Auran but can't speak
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (4)
Keen Sight:
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack:
The eagle makes two attacks: one with its beak and one with its talons.
Beak:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
/api/images/monsters/giant-eagle.png |
| Giant Elk | Beast | 2 | Giant ElkGiant ElkHuge Beast Unaligned
Armor:
14 (Natural)
Hit points:
42
(5d12+10)
Speed:
Walk (60 ft.)
STR
19
(4)
DEX
16
(3)
CON
14
(2)
INT
7
(-2)
WIS
14
(2)
CHA
10
(0)
Senses:
passive_perception (14)
Languages:
Giant Elk, understands Common, Elvish, and Sylvan but can't speak
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (4)
Charge:
If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Ram:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves:
Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
/api/images/monsters/giant-elk.png |
| Giant Fire Beetle | Beast | 0 | Giant Fire BeetleGiant Fire BeetleSmall Beast Unaligned
Armor:
13 (Natural)
Hit points:
4
(1d6+1)
Speed:
Walk (30 ft.)
STR
8
(-1)
DEX
10
(0)
CON
12
(1)
INT
1
(-5)
WIS
7
(-2)
CHA
3
(-4)
Senses:
blindsight (30 ft.), passive_perception (8)
Challenge Rating:
0
(10 XP)
Illumination:
The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
Actions
Bite:
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.
/api/images/monsters/giant-fire-beetle.png |
| Giant Frog | Beast | 1/4 | Giant FrogGiant FrogMedium Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
18
(4d8)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
12
(1)
DEX
13
(1)
CON
11
(0)
INT
2
(-4)
WIS
10
(0)
CHA
3
(-4)
Senses:
darkvision (30 ft.), passive_perception (12)
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Perception (2), Skill: Stealth (3)
Amphibious:
The frog can breathe air and water
Standing Leap:
The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Actions
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow:
The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
/api/images/monsters/giant-frog.png |
| Giant Goat | Beast | 1/2 | Giant GoatGiant GoatLarge Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
19
(3d10+3)
Speed:
Walk (40 ft.)
STR
17
(3)
DEX
11
(0)
CON
12
(1)
INT
3
(-4)
WIS
12
(1)
CHA
6
(-2)
Senses:
passive_perception (11)
Challenge Rating:
0.5
(100 XP)
Charge:
If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed:
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
/api/images/monsters/giant-goat.png |
| Giant Hyena | Beast | 1 | Giant HyenaGiant HyenaLarge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
45
(6d10+12)
Speed:
Walk (50 ft.)
STR
16
(3)
DEX
14
(2)
CON
14
(2)
INT
2
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (3)
Rampage:
When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
/api/images/monsters/giant-hyena.png |
| Giant Lizard | Beast | 1/4 | Giant LizardGiant LizardLarge Beast Unaligned
Armor:
12 (Natural)
Hit points:
19
(3d10+3)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
15
(2)
DEX
12
(1)
CON
13
(1)
INT
2
(-4)
WIS
10
(0)
CHA
5
(-3)
Senses:
darkvision (30 ft.), passive_perception (10)
Challenge Rating:
0.25
(50 XP)
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
/api/images/monsters/giant-lizard.png |
| Giant Octopus | Beast | 1 | Giant OctopusGiant OctopusLarge Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
52
(8d10+8)
Speed:
Walk (10 ft.), Swim (60 ft.)
STR
17
(3)
DEX
13
(1)
CON
13
(1)
INT
4
(-3)
WIS
10
(0)
CHA
4
(-3)
Senses:
darkvision (60 ft.), passive_perception (14)
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (4), Skill: Stealth (5)
Hold Breath:
While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage:
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing:
The octopus can breathe only underwater.
Actions
Tentacles:
Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud:
A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
/api/images/monsters/giant-octopus.png |
| Giant Owl | Beast | 1/4 | Giant OwlGiant OwlLarge Beast Neutral
Armor:
12 (Dexterity)
Hit points:
19
(3d10+3)
Speed:
Walk (5 ft.), Fly (60 ft.)
STR
13
(1)
DEX
15
(2)
CON
12
(1)
INT
8
(-1)
WIS
13
(1)
CHA
10
(0)
Senses:
darkvision (120 ft.), passive_perception (15)
Languages:
Giant Owl, understands Common, Elvish, and Sylvan but can't speak
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Perception (5), Skill: Stealth (4)
Flyby:
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight:
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Talons:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
/api/images/monsters/giant-owl.png |
| Giant Poisonous Snake | Beast | 1/4 | Giant Poisonous SnakeGiant Poisonous SnakeMedium Beast Unaligned
Armor:
14 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
10
(0)
DEX
18
(4)
CON
13
(1)
INT
2
(-4)
WIS
10
(0)
CHA
3
(-4)
Senses:
blindsight (10 ft.), passive_perception (12)
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Perception (2)
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/giant-poisonous-snake.png |
| Giant Rat | Beast | 1/8 | Giant RatGiant RatSmall Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
7
(2d6)
Speed:
Walk (30 ft.)
STR
7
(-2)
DEX
15
(2)
CON
11
(0)
INT
2
(-4)
WIS
10
(0)
CHA
4
(-3)
Senses:
darkvision (60 ft.), passive_perception (10)
Challenge Rating:
0.125
(25 XP)
Keen Smell:
The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics:
The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
/api/images/monsters/giant-rat.png |
| Giant Rat (Diseased) | Beast | 1/8 | Giant Rat (Diseased)Giant Rat (Diseased)Small Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
7
(2d6)
Speed:
Walk (30 ft.)
STR
7
(-2)
DEX
15
(2)
CON
11
(0)
INT
2
(-4)
WIS
10
(0)
CHA
4
(-3)
Senses:
darkvision (60 ft.), passive_perception (10)
Challenge Rating:
0.125
(25 XP)
Keen Smell:
The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics:
The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
/api/images/monsters/giant-rat-diseased.png |
| Giant Scorpion | Beast | 3 | Giant ScorpionGiant ScorpionLarge Beast Unaligned
Armor:
15 (Natural)
Hit points:
52
(7d10+14)
Speed:
Walk (40 ft.)
STR
15
(2)
DEX
13
(1)
CON
15
(2)
INT
1
(-5)
WIS
9
(-1)
CHA
3
(-4)
Senses:
blindsight (60 ft.), passive_perception (9)
Challenge Rating:
3
(700 XP)
Actions
Claw:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Multiattack:
The scorpion makes three attacks: two with its claws and one with its sting.
Sting:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/giant-scorpion.png |
| Giant Sea Horse | Beast | 1/2 | Giant Sea HorseGiant Sea HorseLarge Beast Unaligned
Armor:
13 (Natural)
Hit points:
16
(3d10)
Speed:
Walk (0 ft.), Swim (40 ft.)
STR
12
(1)
DEX
15
(2)
CON
11
(0)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
passive_perception (11)
Challenge Rating:
0.5
(100 XP)
Charge:
If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing:
The sea horse can breathe only underwater.
Actions
Ram:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
/api/images/monsters/giant-sea-horse.png |
| Giant Shark | Beast | 5 | Giant SharkGiant SharkHuge Beast Unaligned
Armor:
13 (Natural)
Hit points:
126
(11d12+55)
Speed:
Swim (50 ft.)
STR
23
(6)
DEX
11
(0)
CON
21
(5)
INT
1
(-5)
WIS
10
(0)
CHA
5
(-3)
Senses:
blindsight (60 ft.), passive_perception (13)
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (3)
Blood Frenzy:
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing:
The shark can breathe only underwater.
Actions
Bite:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
/api/images/monsters/giant-shark.png |
| Giant Spider | Beast | 1 | Giant SpiderGiant SpiderLarge Beast Unaligned
Armor:
14 (Natural)
Hit points:
26
(4d10+4)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
14
(2)
DEX
16
(3)
CON
12
(1)
INT
2
(-4)
WIS
11
(0)
CHA
4
(-3)
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (10)
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Stealth (7)
Spider Climb:
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense:
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker:
The spider ignores movement restrictions caused by webbing.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web:
Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
/api/images/monsters/giant-spider.png |
| Giant Toad | Beast | 1 | Giant ToadGiant ToadLarge Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
39
(6d10+6)
Speed:
Walk (20 ft.), Swim (40 ft.)
STR
15
(2)
DEX
13
(1)
CON
13
(1)
INT
2
(-4)
WIS
10
(0)
CHA
3
(-4)
Senses:
darkvision (30 ft.), passive_perception (10)
Challenge Rating:
1
(200 XP)
Amphibious:
The toad can breathe air and water
Standing Leap:
The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow:
The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
/api/images/monsters/giant-toad.png |
| Giant Vulture | Beast | 1 | Giant VultureGiant VultureLarge Beast Neutral Evil
Armor:
10 (Dexterity)
Hit points:
22
(3d10+6)
Speed:
Walk (10 ft.), Fly (60 ft.)
STR
15
(2)
DEX
10
(0)
CON
15
(2)
INT
6
(-2)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Languages:
understands Common but can't speak
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (3)
Keen Sight and Smell:
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics:
The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack:
The vulture makes two attacks: one with its beak and one with its talons.
Beak:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Talons:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
/api/images/monsters/giant-vulture.png |
| Giant Wasp | Beast | 1/2 | Giant WaspGiant WaspMedium Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
13
(3d8)
Speed:
Walk (10 ft.), Fly (50 ft.), Swim (50 ft.)
STR
10
(0)
DEX
14
(2)
CON
10
(0)
INT
1
(-5)
WIS
10
(0)
CHA
3
(-4)
Senses:
passive_perception (10)
Challenge Rating:
0.5
(100 XP)
Actions
Sting:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
/api/images/monsters/giant-wasp.png |
| Giant Weasel | Beast | 1/8 | Giant WeaselGiant WeaselMedium Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
9
(2d8)
Speed:
Walk (40 ft.)
STR
11
(0)
DEX
16
(3)
CON
10
(0)
INT
4
(-3)
WIS
12
(1)
CHA
5
(-3)
Senses:
darkvision (60 ft.), passive_perception (13)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (5)
Keen Hearing and Smell:
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
/api/images/monsters/giant-weasel.png |
| Giant Wolf Spider | Beast | 1/4 | Giant Wolf SpiderGiant Wolf SpiderMedium Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (40 ft.), Climb (40 ft.)
STR
12
(1)
DEX
16
(3)
CON
13
(1)
INT
3
(-4)
WIS
12
(1)
CHA
4
(-3)
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (13)
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (7)
Spider Climb:
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense:
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker:
The spider ignores movement restrictions caused by webbing.
Actions
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
/api/images/monsters/giant-wolf-spider.png |
| Gibbering Mouther | Aberration | 2 | Gibbering MoutherGibbering MoutherMedium Aberration Neutral
Armor:
9 (Dexterity)
Hit points:
67
(9d8+27)
Speed:
Walk (10 ft.), Swim (10 ft.)
STR
10
(0)
DEX
8
(-1)
CON
16
(3)
INT
3
(-4)
WIS
10
(0)
CHA
6
(-2)
Condition Immunities:
Prone
Senses:
darkvision (60 ft.), passive_perception (10)
Challenge Rating:
2
(450 XP)
Aberrant Ground:
The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering:
The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Actions
Multiattack:
The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
Bites:
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
Blinding Spittle:
The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
/api/images/monsters/gibbering-mouther.png |
| Glabrezu | Fiend | 9 | GlabrezuGlabrezuLarge Fiend Chaotic Evil
Armor:
17 (Natural)
Hit points:
157
(15d10+75)
Speed:
Walk (40 ft.)
STR
20
(5)
DEX
15
(2)
CON
21
(5)
INT
19
(4)
WIS
17
(3)
CHA
16
(3)
Damage Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
truesight (120 ft.), passive_perception (13)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
9
(5000 XP)
Proficiency Bonus:
Saving Throw: STR (9), Saving Throw: CON (9), Saving Throw: WIS (7), Saving Throw: CHA (7)
Innate Spellcasting:
The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun
Magic Resistance:
The glabrezu has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer:
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Fist:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
/api/images/monsters/glabrezu.png |
| Gladiator | Humanoid | 5 | GladiatorGladiatorMedium Humanoid Any Alignment
Armor:
16 (Studded Leather Armor, Shield)
Hit points:
112
(15d8+45)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
10
(0)
WIS
12
(1)
CHA
15
(2)
Senses:
passive_perception (11)
Languages:
any one language (usually Common)
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Saving Throw: STR (7), Saving Throw: DEX (5), Saving Throw: CON (6), Skill: Athletics (10), Skill: Intimidation (5)
Brave:
The gladiator has advantage on saving throws against being frightened.
Brute:
A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
Actions
Multiattack:
The gladiator makes three melee attacks or two ranged attacks.
Spear:
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Shield Bash:
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
/api/images/monsters/gladiator.png |
| Gnoll | Humanoid | 1/2 | GnollGnollMedium Humanoid Chaotic Evil
Armor:
15 (Hide Armor, Shield)
Hit points:
22
(5d8)
Speed:
Walk (30 ft.)
STR
14
(2)
DEX
12
(1)
CON
11
(0)
INT
6
(-2)
WIS
10
(0)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Gnoll
Challenge Rating:
0.5
(100 XP)
Rampage:
When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear:
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow:
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
/api/images/monsters/gnoll.png |
| Goat | Beast | 0 | GoatGoatMedium Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
4
(1d8)
Speed:
Walk (40 ft.)
STR
12
(1)
DEX
10
(0)
CON
11
(0)
INT
2
(-4)
WIS
10
(0)
CHA
5
(-3)
Senses:
passive_perception (10)
Challenge Rating:
0
(10 XP)
Charge:
If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed:
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
/api/images/monsters/goat.png |
| Goblin | Humanoid | 1/4 | GoblinGoblinSmall Humanoid Neutral Evil
Armor:
15 (Leather Armor, Shield)
Hit points:
7
(2d6)
Speed:
Walk (30 ft.)
STR
8
(-1)
DEX
14
(2)
CON
10
(0)
INT
10
(0)
WIS
8
(-1)
CHA
8
(-1)
Senses:
darkvision (60 ft.), passive_perception (9)
Languages:
Common, Goblin
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Stealth (6)
Nimble Escape:
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow:
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
/api/images/monsters/goblin.png |
| Gold Dragon Wyrmling | Dragon | 3 | Gold Dragon WyrmlingGold Dragon WyrmlingMedium Dragon Lawful Good
Armor:
17 (Natural)
Hit points:
60
(8d8+24)
Speed:
Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)
STR
19
(4)
DEX
14
(2)
CON
17
(3)
INT
14
(2)
WIS
11
(0)
CHA
16
(3)
Damage Immunities:
fire
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Saving Throw: DEX (4), Saving Throw: CON (5), Saving Throw: WIS (2), Saving Throw: CHA (5), Skill: Perception (4), Skill: Stealth (4)
Amphibious:
The dragon can breathe air and water.
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons:
The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
/api/images/monsters/gold-dragon-wyrmling.png |
| Gorgon | Monstrosity | 5 | GorgonGorgonLarge Monstrosity Unaligned
Armor:
19 (Natural)
Hit points:
114
(12d10+48)
Speed:
Walk (40 ft.)
STR
20
(5)
DEX
11
(0)
CON
18
(4)
INT
2
(-4)
WIS
12
(1)
CHA
7
(-2)
Condition Immunities:
Petrified
Senses:
darkvision (60 ft.), passive_perception (14)
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (4)
Trampling Charge:
If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
Actions
Gore:
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Hooves:
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath:
The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
/api/images/monsters/gorgon.png |
| Gray Ooze | Ooze | 1/2 | Gray OozeGray OozeMedium Ooze Unaligned
Armor:
8 (Dexterity)
Hit points:
22
(3d8+9)
Speed:
Walk (10 ft.), Climb (10 ft.)
STR
12
(1)
DEX
6
(-2)
CON
16
(3)
INT
1
(-5)
WIS
6
(-2)
CHA
2
(-4)
Damage Resistances:
acid, cold, fire
Condition Immunities:
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses:
blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Stealth (2)
Amorphous:
The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal:
Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance:
While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
Pseudopod:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
/api/images/monsters/gray-ooze.png |
| Green Dragon Wyrmling | Dragon | 2 | Green Dragon WyrmlingGreen Dragon WyrmlingMedium Dragon Lawful Evil
Armor:
17 (Natural)
Hit points:
38
(7d8+7)
Speed:
Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)
STR
15
(2)
DEX
12
(1)
CON
13
(1)
INT
14
(2)
WIS
11
(0)
CHA
13
(1)
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: DEX (3), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (3)
Amphibious:
The dragon can breathe air and water.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
Poison Breath:
The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/green-dragon-wyrmling.png |
| Green Hag | Fey | 3 | Green HagGreen HagMedium Fey Neutral Evil
Armor:
17 (Natural)
Hit points:
82
(11d8+33)
Speed:
Walk (30 ft.)
STR
18
(4)
DEX
12
(1)
CON
16
(3)
INT
13
(1)
WIS
14
(2)
CHA
14
(2)
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
Common, Draconic, Sylvan
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Arcana (3), Skill: Deception (4), Skill: Perception (4), Skill: Stealth (3)
Amphibious:
The hag can breathe air and water.
Innate Spellcasting:
The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry:
The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance:
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage:
The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
/api/images/monsters/green-hag.png |
| Grick | Monstrosity | 2 | GrickGrickMedium Monstrosity Neutral
Armor:
14 (Natural)
Hit points:
27
(6d8)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
14
(2)
DEX
14
(2)
CON
11
(0)
INT
3
(-4)
WIS
14
(2)
CHA
5
(-3)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Senses:
darkvision (60 ft.), passive_perception (12)
Challenge Rating:
2
(450 XP)
Stone Camouflage:
The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack:
The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Beak:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
/api/images/monsters/grick.png |
| Griffon | Monstrosity | 2 | GriffonGriffonLarge Monstrosity Unaligned
Armor:
12 (Dexterity)
Hit points:
59
(7d10+21)
Speed:
Walk (30 ft.), Fly (80 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
2
(-4)
WIS
13
(1)
CHA
8
(-1)
Senses:
darkvision (60 ft.), passive_perception (15)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (5)
Keen Sight:
The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack:
The griffon makes two attacks: one with its beak and one with its claws.
Beak:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
/api/images/monsters/griffon.png |
| Grimlock | Humanoid | 1/4 | GrimlockGrimlockMedium Humanoid Neutral Evil
Armor:
11 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
12
(1)
CON
12
(1)
INT
9
(-1)
WIS
8
(-1)
CHA
6
(-2)
Condition Immunities:
Blinded
Senses:
blindsight (30 ft. or 10 ft. while deafened (blind beyond this radius)), passive_perception (13)
Languages:
Undercommon
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Athletics (5), Skill: Perception (3), Skill: Stealth (3)
Blind Senses:
The grimlock can't use its blindsight while deafened and unable to smell.
Keen Hearing and Smell:
The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Stone Camouflage:
The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Spiked Bone Club:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
/api/images/monsters/grimlock.png |
| Guard | Humanoid | 1/8 | GuardGuardMedium Humanoid Any Alignment
Armor:
16 (Chain Shirt, Shield)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
13
(1)
DEX
12
(1)
CON
12
(1)
INT
10
(0)
WIS
11
(0)
CHA
10
(0)
Senses:
passive_perception (12)
Languages:
any one language (usually Common)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Perception (2)
Actions
Spear:
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
/api/images/monsters/guard.png |
| Guardian Naga | Monstrosity | 10 | Guardian NagaGuardian NagaLarge Monstrosity Lawful Good
Armor:
18 (Natural)
Hit points:
127
(15d10+45)
Speed:
Walk (40 ft.)
STR
19
(4)
DEX
18
(4)
CON
16
(3)
INT
16
(3)
WIS
19
(4)
CHA
18
(4)
Damage Immunities:
poison
Condition Immunities:
Charmed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
Celestial, Common
Challenge Rating:
10
(5900 XP)
Proficiency Bonus:
Saving Throw: DEX (8), Saving Throw: CON (7), Saving Throw: INT (7), Saving Throw: WIS (8), Saving Throw: CHA (8)
Rejuvenation:
If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting:
The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Actions
Bite:
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Spit Poison:
Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/guardian-naga.png |
| Gynosphinx | Monstrosity | 11 | GynosphinxGynosphinxLarge Monstrosity Lawful Neutral
Armor:
17 (Natural)
Hit points:
136
(16d10+48)
Speed:
Walk (40 ft.), Fly (60 ft.)
STR
18
(4)
DEX
15
(2)
CON
16
(3)
INT
18
(4)
WIS
18
(4)
CHA
18
(4)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
psychic
Condition Immunities:
Charmed, Frightened
Senses:
truesight (120 ft.), passive_perception (18)
Languages:
Common, Sphinx
Challenge Rating:
11
(7200 XP)
Proficiency Bonus:
Skill: Arcana (12), Skill: History (12), Skill: Perception (8), Skill: Religion (8)
Inscrutable:
The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons:
The sphinx's weapon attacks are magical.
Spellcasting:
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Actions
Multiattack:
The sphinx makes two claw attacks.
Claw:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Legendary Actions
Claw Attack:
The sphinx makes one claw attack.
Teleport (Costs 2 Actions):
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions):
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
/api/images/monsters/gynosphinx.png |
| Half-Red Dragon Veteran | Humanoid | 5 | Half-Red Dragon VeteranHalf-Red Dragon VeteranMedium Humanoid Any Alignment
Armor:
18 (Plate Armor)
Hit points:
65
(10d8+20)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
13
(1)
CON
14
(2)
INT
10
(0)
WIS
11
(0)
CHA
10
(0)
Damage Resistances:
fire
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (12)
Languages:
Common, Draconic
Challenge Rating:
5
(1800 XP)
Actions
Multiattack:
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow:
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Fire Breath:
The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/half-red-dragon-veteran.png |
| Harpy | Monstrosity | 1 | HarpyHarpyMedium Monstrosity Chaotic Evil
Armor:
11 (Dexterity)
Hit points:
38
(7d8+7)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
12
(1)
DEX
13
(1)
CON
12
(1)
INT
7
(-2)
WIS
10
(0)
CHA
13
(1)
Senses:
passive_perception (10)
Languages:
Common
Challenge Rating:
1
(200 XP)
Actions
Multiattack:
The harpy makes two attacks: one with its claws and one with its club.
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song:
The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
/api/images/monsters/harpy.png |
| Hawk | Beast | 0 | HawkHawkTiny Beast Unaligned
Armor:
13 (Dexterity)
Hit points:
1
(1d4-1)
Speed:
Walk (10 ft.), Fly (60 ft.)
STR
5
(-3)
DEX
16
(3)
CON
8
(-1)
INT
2
(-4)
WIS
14
(2)
CHA
6
(-2)
Senses:
passive_perception (14)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (4)
Keen Sight:
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
/api/images/monsters/hawk.png |
| Hell Hound | Fiend | 3 | Hell HoundHell HoundMedium Fiend Lawful Evil
Armor:
15 (Natural)
Hit points:
45
(7d8+14)
Speed:
Walk (50 ft.)
STR
17
(3)
DEX
12
(1)
CON
14
(2)
INT
6
(-2)
WIS
13
(1)
CHA
6
(-2)
Damage Immunities:
fire
Senses:
darkvision (60 ft.), passive_perception (15)
Languages:
understands Infernal but can't speak it
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Perception (5)
Keen Hearing and Smell:
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics:
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath:
The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/hell-hound.png |
| Hezrou | Fiend | 8 | HezrouHezrouLarge Fiend Chaotic Evil
Armor:
16 (Natural)
Hit points:
136
(13d10+65)
Speed:
Walk (30 ft.)
STR
19
(4)
DEX
17
(3)
CON
20
(5)
INT
5
(-3)
WIS
12
(1)
CHA
13
(1)
Damage Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Saving Throw: STR (7), Saving Throw: CON (8), Saving Throw: WIS (4)
Magic Resistance:
The hezrou has advantage on saving throws against spells and other magical effects.
Stench:
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
Actions
Multiattack:
The hezrou makes three attacks: one with its bite and two with its claws.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claws:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
/api/images/monsters/hezrou.png |
| Hill Giant | Giant | 5 | Hill GiantHill GiantHuge Giant Chaotic Evil
Armor:
13 (Natural)
Hit points:
105
(10d12+40)
Speed:
Walk (40 ft.)
STR
21
(5)
DEX
8
(-1)
CON
19
(4)
INT
5
(-3)
WIS
9
(-1)
CHA
6
(-2)
Senses:
passive_perception (12)
Languages:
Giant
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Skill: Perception (2)
Actions
Multiattack:
The giant makes two greatclub attacks.
Greatclub:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock:
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
/api/images/monsters/hill-giant.png |
| Hippogriff | Monstrosity | 1 | HippogriffHippogriffLarge Monstrosity Unaligned
Armor:
11 (Dexterity)
Hit points:
19
(3d10+3)
Speed:
Walk (40 ft.), Fly (60 ft.)
STR
17
(3)
DEX
13
(1)
CON
13
(1)
INT
2
(-4)
WIS
12
(1)
CHA
8
(-1)
Senses:
passive_perception (15)
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (5)
Keen Sight:
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack:
The hippogriff makes two attacks: one with its beak and one with its claws.
Beak:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
/api/images/monsters/hippogriff.png |
| Hobgoblin | Humanoid | 1/2 | HobgoblinHobgoblinMedium Humanoid Lawful Evil
Armor:
18 (Chain Mail, Shield)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
13
(1)
DEX
12
(1)
CON
12
(1)
INT
10
(0)
WIS
10
(0)
CHA
9
(-1)
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Common, Goblin
Challenge Rating:
0.5
(100 XP)
Martial Advantage:
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
Actions
Longsword:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow:
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
/api/images/monsters/hobgoblin.png |
| Homunculus | Construct | 0 | HomunculusHomunculusTiny Construct Neutral
Armor:
13 (Natural)
Hit points:
5
(2d4)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
4
(-3)
DEX
15
(2)
CON
11
(0)
INT
10
(0)
WIS
10
(0)
CHA
7
(-2)
Damage Immunities:
poison
Condition Immunities:
Charmed, Poisoned
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
understands the languages of its creator but can't speak
Challenge Rating:
0
(10 XP)
Telepathic Bond:
While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
/api/images/monsters/homunculus.png |
| Horned Devil | Fiend | 11 | Horned DevilHorned DevilLarge Fiend Lawful Evil
Armor:
18 (Natural)
Hit points:
178
(17d10+85)
Speed:
Walk (20 ft.), Fly (60 ft.)
STR
22
(6)
DEX
17
(3)
CON
21
(5)
INT
12
(1)
WIS
16
(3)
CHA
17
(3)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (13)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
11
(7200 XP)
Proficiency Bonus:
Saving Throw: STR (10), Saving Throw: DEX (7), Saving Throw: WIS (7), Saving Throw: CHA (7)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame:
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
/api/images/monsters/horned-devil.png |
| Hunter Shark | Beast | 2 | Hunter SharkHunter SharkLarge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
45
(6d10+12)
Speed:
Swim (40 ft.)
STR
18
(4)
DEX
13
(1)
CON
15
(2)
INT
1
(-5)
WIS
10
(0)
CHA
4
(-3)
Senses:
darkvision (30 ft.), passive_perception (12)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Perception (2)
Blood Frenzy:
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing:
The shark can breathe only underwater.
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
/api/images/monsters/hunter-shark.png |
| Hydra | Monstrosity | 8 | HydraHydraHuge Monstrosity Unaligned
Armor:
15 (Natural)
Hit points:
172
(15d12+75)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
20
(5)
DEX
12
(1)
CON
20
(5)
INT
2
(-4)
WIS
10
(0)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (16)
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Skill: Perception (6)
Hold Breath:
The hydra can hold its breath for 1 hour.
Multiple Heads:
The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
Reactive Heads:
For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful:
While the hydra sleeps, at least one of its heads is awake.
Actions
Multiattack:
The hydra makes as many bite attacks as it has heads.
Bite:
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
/api/images/monsters/hydra.png |
| Hyena | Beast | 0 | HyenaHyenaMedium Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
5
(1d8+1)
Speed:
Walk (50 ft.)
STR
11
(0)
DEX
13
(1)
CON
12
(1)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3)
Pack Tactics:
The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
/api/images/monsters/hyena.png |
| Ice Devil | Fiend | 14 | Ice DevilIce DevilLarge Fiend Lawful Evil
Armor:
18 (Natural)
Hit points:
180
(19d10+76)
Speed:
Walk (40 ft.)
STR
21
(5)
DEX
14
(2)
CON
18
(4)
INT
18
(4)
WIS
15
(2)
CHA
18
(4)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
blindsight (60 ft.), darkvision (120 ft.), passive_perception (12)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
14
(11500 XP)
Proficiency Bonus:
Saving Throw: DEX (7), Saving Throw: CON (9), Saving Throw: WIS (7), Saving Throw: CHA (9)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice:
The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
/api/images/monsters/ice-devil.png |
| Ice Mephit | Elemental | 1/2 | Ice MephitIce MephitSmall Elemental Neutral Evil
Armor:
11 (Dexterity)
Hit points:
21
(6d6)
Speed:
Walk (30 ft.), Fly (30 ft.)
STR
7
(-2)
DEX
13
(1)
CON
10
(0)
INT
9
(-1)
WIS
11
(0)
CHA
12
(1)
Damage Immunities:
cold, poison
Damage Vulnerabilities:
bludgeoning, fire
Condition Immunities:
Poisoned
Senses:
darkvision (60 ft.), passive_perception (12)
Languages:
Aquan, Auran
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Perception (2), Skill: Stealth (3)
Death Burst:
When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance:
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
Innate Spellcasting:
The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
Frost Breath:
The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/ice-mephit.png |
| Imp | Fiend | 1 | ImpImpTiny Fiend Lawful Evil
Armor:
13 (Dexterity)
Hit points:
10
(3d4+3)
Speed:
Walk (20 ft.), Fly (40 ft.)
STR
6
(-2)
DEX
17
(3)
CON
13
(1)
INT
11
(0)
WIS
12
(1)
CHA
14
(2)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (11)
Languages:
Infernal, Common
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Deception (4), Skill: Insight (3), Skill: Persuasion (4), Skill: Stealth (5)
Shapechanger:
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight:
Magical darkness doesn't impede the imp's darkvision.
Magic Resistance:
The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form):
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility:
The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
/api/images/monsters/imp.png |
| Invisible Stalker | Elemental | 6 | Invisible StalkerInvisible StalkerMedium Elemental Neutral
Armor:
14 (Dexterity)
Hit points:
104
(16d8+32)
Speed:
Walk (50 ft.), Fly (50 ft.), Hover (1)
STR
16
(3)
DEX
19
(4)
CON
14
(2)
INT
10
(0)
WIS
15
(2)
CHA
11
(0)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses:
darkvision (60 ft.), passive_perception (18)
Languages:
Auran, understands Common but doesn't speak it
Challenge Rating:
6
(2300 XP)
Proficiency Bonus:
Skill: Perception (8), Skill: Stealth (10)
Invisibility:
The stalker is invisible.
Faultless Tracker:
The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Actions
Multiattack:
The stalker makes two slam attacks.
Slam:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
/api/images/monsters/invisible-stalker.png |
| Iron Golem | Construct | 16 | Iron GolemIron GolemLarge Construct Unaligned
Armor:
20 (Natural)
Hit points:
210
(20d10+100)
Speed:
Walk (30 ft.)
STR
24
(7)
DEX
9
(-1)
CON
20
(5)
INT
3
(-4)
WIS
11
(0)
CHA
1
(-5)
Damage Immunities:
fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
darkvision (120 ft.), passive_perception (10)
Languages:
understands the languages of its creator but can't speak
Challenge Rating:
16
(15000 XP)
Fire Absorption:
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form:
The golem is immune to any spell or effect that would alter its form.
Magic Resistance:
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The golem's weapon attacks are magical.
Actions
Multiattack:
The golem makes two melee attacks.
Slam:
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword:
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath:
The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/iron-golem.png |
| Jackal | Beast | 0 | JackalJackalSmall Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
3
(1d6)
Speed:
Walk (40 ft.)
STR
8
(-1)
DEX
15
(2)
CON
11
(0)
INT
3
(-4)
WIS
12
(1)
CHA
6
(-2)
Senses:
passive_perception (13)
Challenge Rating:
0
(10 XP)
Proficiency Bonus:
Skill: Perception (3)
Keen Hearing and Smell:
The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics:
The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
/api/images/monsters/jackal.png |
| Killer Whale | Beast | 3 | Killer WhaleKiller WhaleHuge Beast Unaligned
Armor:
12 (Natural)
Hit points:
90
(12d12+12)
Speed:
Swim (60 ft.)
STR
19
(4)
DEX
10
(0)
CON
13
(1)
INT
3
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
blindsight (120 ft.), passive_perception (13)
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Perception (3)
Echolocation:
The whale can't use its blindsight while deafened.
Hold Breath:
The whale can hold its breath for 30 minutes
Keen Hearing:
The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
/api/images/monsters/killer-whale.png |
| Knight | Humanoid | 3 | KnightKnightMedium Humanoid Any Alignment
Armor:
18 (Plate Armor)
Hit points:
52
(8d8+16)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
11
(0)
CON
14
(2)
INT
11
(0)
WIS
11
(0)
CHA
15
(2)
Senses:
passive_perception (10)
Languages:
any one language (usually Common)
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Saving Throw: CON (4), Saving Throw: WIS (2)
Brave:
The knight has advantage on saving throws against being frightened.
Actions
Multiattack:
The knight makes two melee attacks.
Greatsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow:
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership:
For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
/api/images/monsters/knight.png |
| Kobold | Humanoid | 1/8 | KoboldKoboldSmall Humanoid Lawful Evil
Armor:
12 (Dexterity)
Hit points:
5
(2d6-2)
Speed:
Walk (30 ft.)
STR
7
(-2)
DEX
15
(2)
CON
9
(-1)
INT
8
(-1)
WIS
7
(-2)
CHA
8
(-1)
Senses:
darkvision (60 ft.), passive_perception (8)
Languages:
Common, Draconic
Challenge Rating:
0.125
(25 XP)
Sunlight Sensitivity:
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics:
The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Dagger:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling:
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
/api/images/monsters/kobold.png |
| Kraken | Monstrosity | 23 | KrakenKrakenGargantuan Monstrosity Chaotic Evil
Armor:
18 (Natural)
Hit points:
472
(27d20+189)
Speed:
Walk (20 ft.), Swim (60 ft.)
STR
30
(10)
DEX
11
(0)
CON
25
(7)
INT
22
(6)
WIS
18
(4)
CHA
20
(5)
Damage Immunities:
lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities:
Frightened, Paralyzed
Senses:
truesight (120 ft.), passive_perception (14)
Languages:
understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Challenge Rating:
23
(50000 XP)
Proficiency Bonus:
Saving Throw: STR (17), Saving Throw: DEX (7), Saving Throw: CON (14), Saving Throw: INT (13), Saving Throw: WIS (11)
Amphibious:
The kraken can breathe air and water.
Freedom of Movement:
The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster:
The kraken deals double damage to objects and structures.
Actions
Multiattack:
The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle:
Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Fling:
One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Lightning Storm:
The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Tentacle Attack or Fling:
The kraken makes one tentacle attack or uses its Fling.
Lightning Storm (Costs 2 Actions):
The kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions):
While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.
/api/images/monsters/kraken.png |
| Lamia | Monstrosity | 4 | LamiaLamiaLarge Monstrosity Chaotic Evil
Armor:
13 (Natural)
Hit points:
97
(13d10+26)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
13
(1)
CON
15
(2)
INT
14
(2)
WIS
15
(2)
CHA
16
(3)
Senses:
darkvision (60 ft.), passive_perception (12)
Languages:
Abyssal, Common
Challenge Rating:
4
(1100 XP)
Proficiency Bonus:
Skill: Deception (7), Skill: Insight (4), Skill: Stealth (3)
Innate Spellcasting:
The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas
Actions
Multiattack:
The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Claws:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Dagger:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Intoxicating Touch:
Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
/api/images/monsters/lamia.png |
| Lemure | Fiend | 0 | LemureLemureMedium Fiend Lawful Evil
Armor:
7 (Dexterity)
Hit points:
13
(3d8)
Speed:
Walk (15 ft.)
STR
10
(0)
DEX
5
(-3)
CON
11
(0)
INT
1
(-5)
WIS
11
(0)
CHA
3
(-4)
Damage Resistances:
cold
Damage Immunities:
fire, poison
Condition Immunities:
Charmed, Frightened, Poisoned
Senses:
darkvision (120 ft.), passive_perception (10)
Languages:
understands infernal but can't speak
Challenge Rating:
0
(10 XP)
Devil's Sight:
Magical darkness doesn't impede the lemure's darkvision.
Hellish Rejuvenation:
A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Actions
Fist:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
/api/images/monsters/lemure.png |
| Lich | Undead | 21 | LichLichMedium Undead Any Evil Alignment
Armor:
17 (Natural)
Hit points:
135
(18d8+54)
Speed:
Walk (30 ft.)
STR
11
(0)
DEX
16
(3)
CON
16
(3)
INT
20
(5)
WIS
14
(2)
CHA
16
(3)
Damage Resistances:
cold, lightning, necrotic
Damage Immunities:
poison, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses:
truesight (120 ft.), passive_perception (19)
Languages:
Common plus up to five other languages
Challenge Rating:
21
(33000 XP)
Proficiency Bonus:
Saving Throw: CON (10), Saving Throw: INT (12), Saving Throw: WIS (9), Skill: Arcana (18), Skill: History (12), Skill: Insight (9), Skill: Perception (9)
Legendary Resistance:
If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation:
If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting:
The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Turn Resistance:
The lich has advantage on saving throws against any effect that turns undead.
Actions
Paralyzing Touch:
Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
Cantrip:
The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions):
The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions):
The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions):
Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/lich.png |
| Lion | Beast | 1 | LionLionLarge Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
26
(4d10+4)
Speed:
Walk (50 ft.)
STR
17
(3)
DEX
15
(2)
CON
13
(1)
INT
3
(-4)
WIS
12
(1)
CHA
8
(-1)
Senses:
passive_perception (13)
Challenge Rating:
1
(200 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (6)
Keen Smell:
The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics:
The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Pounce:
If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap:
With a 10-foot running start, the lion can long jump up to 25 ft..
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
/api/images/monsters/lion.png |
| Lizard | Beast | 0 | LizardLizardTiny Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
2
(1d4)
Speed:
Walk (20 ft.), Climb (20 ft.)
STR
2
(-4)
DEX
11
(0)
CON
10
(0)
INT
1
(-5)
WIS
8
(-1)
CHA
3
(-4)
Senses:
darkvision (30 ft.), passive_perception (9)
Challenge Rating:
0
(10 XP)
Actions
Bite:
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
/api/images/monsters/lizard.png |
| Lizardfolk | Humanoid | 1/2 | LizardfolkLizardfolkMedium Humanoid Neutral
Armor:
13 (Natural) / 15 (Shield)
Hit points:
22
(4d8+4)
Speed:
Walk (30 ft.), Swim (30 ft.)
STR
15
(2)
DEX
10
(0)
CON
13
(1)
INT
7
(-2)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Languages:
Draconic
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (4), Skill: Survival (5)
Hold Breath:
The lizardfolk can hold its breath for 15 minutes.
Actions
Multiattack:
The lizardfolk makes two melee attacks, each one with a different weapon.
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin:
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spiked Shield:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
/api/images/monsters/lizardfolk.png |
| Mage | Humanoid | 6 | MageMageMedium Humanoid Any Alignment
Armor:
12 (Dexterity) / 15 (Mage Armor)
Hit points:
40
(9d8)
Speed:
Walk (30 ft.)
STR
9
(-1)
DEX
14
(2)
CON
11
(0)
INT
17
(3)
WIS
12
(1)
CHA
11
(0)
Senses:
passive_perception (11)
Languages:
any four languages
Challenge Rating:
6
(2300 XP)
Proficiency Bonus:
Saving Throw: INT (6), Saving Throw: WIS (4), Skill: Arcana (6), Skill: History (6)
Spellcasting:
The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Actions
Dagger:
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
/api/images/monsters/mage.png |
| Magma Mephit | Elemental | 1/2 | Magma MephitMagma MephitSmall Elemental Neutral Evil
Armor:
11 (Dexterity)
Hit points:
22
(5d6+5)
Speed:
Walk (30 ft.), Fly (30 ft.)
STR
8
(-1)
DEX
12
(1)
CON
12
(1)
INT
7
(-2)
WIS
10
(0)
CHA
10
(0)
Damage Immunities:
fire, poison
Damage Vulnerabilities:
cold
Condition Immunities:
Poisoned
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Ignan, Terran
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Stealth (3)
Death Burst:
When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False Appearance:
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting:
The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Actions
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
Fire Breath:
The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/magma-mephit.png |
| Magmin | Elemental | 1/2 | MagminMagminSmall Elemental Chaotic Neutral
Armor:
14 (Natural)
Hit points:
9
(2d6+2)
Speed:
Walk (30 ft.)
STR
7
(-2)
DEX
15
(2)
CON
12
(1)
INT
8
(-1)
WIS
11
(0)
CHA
10
(0)
Damage Resistances:
bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
fire
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Ignan
Challenge Rating:
0.5
(100 XP)
Death Burst:
When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination:
As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
Actions
Touch:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
/api/images/monsters/magmin.png |
| Mammoth | Beast | 6 | MammothMammothHuge Beast Unaligned
Armor:
13 (Natural)
Hit points:
126
(11d12+55)
Speed:
Walk (40 ft.)
STR
24
(7)
DEX
9
(-1)
CON
21
(5)
INT
3
(-4)
WIS
11
(0)
CHA
6
(-2)
Senses:
passive_perception (10)
Challenge Rating:
6
(2300 XP)
Trampling Charge:
If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions
Gore:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp:
Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
/api/images/monsters/mammoth.png |
| Manticore | Monstrosity | 3 | ManticoreManticoreLarge Monstrosity Lawful Evil
Armor:
14 (Natural)
Hit points:
68
(8d10+24)
Speed:
Walk (30 ft.), Fly (50 ft.)
STR
17
(3)
DEX
16
(3)
CON
17
(3)
INT
7
(-2)
WIS
12
(1)
CHA
8
(-1)
Senses:
darkvision (60 ft.), passive_perception (11)
Challenge Rating:
3
(700 XP)
Tail Spike Regrowth:
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Actions
Multiattack:
The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tail Spike:
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
/api/images/monsters/manticore.png |
| Marilith | Fiend | 16 | MarilithMarilithLarge Fiend Chaotic Evil
Armor:
18 (Natural)
Hit points:
189
(18d10+90)
Speed:
Walk (40 ft.)
STR
18
(4)
DEX
20
(5)
CON
20
(5)
INT
18
(4)
WIS
16
(3)
CHA
20
(5)
Damage Resistances:
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
poison
Condition Immunities:
Poisoned
Senses:
truesight (120 ft.), passive_perception (13)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
16
(15000 XP)
Proficiency Bonus:
Saving Throw: STR (9), Saving Throw: CON (10), Saving Throw: WIS (8), Saving Throw: CHA (10)
Magic Resistance:
The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The marilith's weapon attacks are magical.
Reactive:
The marilith can take one reaction on every turn in combat.
Actions
Multiattack:
The marilith can make seven attacks: six with its longswords and one with its tail.
Longsword:
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail:
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Teleport:
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
/api/images/monsters/marilith.png |
| Mastiff | Beast | 1/8 | MastiffMastiffMedium Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
5
(1d8+1)
Speed:
Walk (40 ft.)
STR
13
(1)
DEX
14
(2)
CON
12
(1)
INT
3
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Perception (3)
Keen Hearing and Smell:
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
/api/images/monsters/mastiff.png |
| Medusa | Monstrosity | 6 | MedusaMedusaMedium Monstrosity Lawful Evil
Armor:
15 (Natural)
Hit points:
127
(17d8+51)
Speed:
Walk (30 ft.)
STR
10
(0)
DEX
15
(2)
CON
16
(3)
INT
12
(1)
WIS
13
(1)
CHA
15
(2)
Senses:
darkvision (60 ft.), passive_perception (14)
Languages:
Common
Challenge Rating:
6
(2300 XP)
Proficiency Bonus:
Skill: Deception (5), Skill: Insight (4), Skill: Perception (4), Skill: Stealth (5)
Petrifying Gaze:
When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions
Multiattack:
The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.
Snake Hair:
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Shortsword:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow:
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
/api/images/monsters/medusa.png |
| Merfolk | Humanoid | 1/8 | MerfolkMerfolkMedium Humanoid Neutral
Armor:
11 (Dexterity)
Hit points:
11
(2d8+2)
Speed:
Walk (10 ft.), Swim (40 ft.)
STR
10
(0)
DEX
13
(1)
CON
12
(1)
INT
11
(0)
WIS
11
(0)
CHA
12
(1)
Senses:
passive_perception (12)
Languages:
Aquan, Common
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Perception (2)
Amphibious:
The merfolk can breathe air and water.
Actions
Spear:
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
/api/images/monsters/merfolk.png |
| Merrow | Monstrosity | 2 | MerrowMerrowLarge Monstrosity Chaotic Evil
Armor:
13 (Natural)
Hit points:
45
(6d10+12)
Speed:
Walk (10 ft.), Swim (40 ft.)
STR
18
(4)
DEX
10
(0)
CON
15
(2)
INT
8
(-1)
WIS
10
(0)
CHA
9
(-1)
Senses:
darkvision (60 ft.), passive_perception (10)
Languages:
Abyssal, Aquan
Challenge Rating:
2
(450 XP)
Amphibious:
The merrow can breathe air and water.
Actions
Multiattack:
The merrow makes two attacks: one with its bite and one with its claws or harpoon.
Bite:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Harpoon:
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
/api/images/monsters/merrow.png |
| Mimic | Monstrosity | 2 | MimicMimicMedium Monstrosity Neutral
Armor:
12 (Natural)
Hit points:
58
(9d8+18)
Speed:
Walk (15 ft.)
STR
17
(3)
DEX
12
(1)
CON
15
(2)
INT
5
(-3)
WIS
13
(1)
CHA
8
(-1)
Damage Immunities:
acid
Condition Immunities:
Prone
Senses:
darkvision (60 ft.), passive_perception (11)
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Skill: Stealth (5)
Shapechanger:
The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only):
The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only):
While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler:
The mimic has advantage on attack rolls against any creature grappled by it.
Actions
Pseudopod:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
/api/images/monsters/mimic.png |
| Minotaur | Monstrosity | 3 | MinotaurMinotaurLarge Monstrosity Chaotic Evil
Armor:
14 (Natural)
Hit points:
76
(9d10+27)
Speed:
Walk (40 ft.)
STR
18
(4)
DEX
11
(0)
CON
16
(3)
INT
6
(-2)
WIS
16
(3)
CHA
9
(-1)
Senses:
darkvision (60 ft.), passive_perception (17)
Languages:
Abyssal
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Skill: Perception (7)
Charge:
If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
Labyrinthine Recall:
The minotaur can perfectly recall any path it has traveled.
Reckless:
At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
/api/images/monsters/minotaur.png |
| Minotaur Skeleton | Undead | 2 | Minotaur SkeletonMinotaur SkeletonLarge Undead Lawful Evil
Armor:
12 (Natural)
Hit points:
67
(9d10+18)
Speed:
Walk (40 ft.)
STR
18
(4)
DEX
11
(0)
CON
15
(2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
Damage Immunities:
poison
Damage Vulnerabilities:
bludgeoning
Condition Immunities:
Exhaustion, Poisoned
Senses:
darkvision (60 ft.), passive_perception (9)
Languages:
understands Abyssal but can't speak
Challenge Rating:
2
(450 XP)
Charge:
If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Greataxe:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
/api/images/monsters/minotaur-skeleton.png |